void Particles::Add_Bleed(const Vec2i Position, float angle, int max_particles) { float bleed_time = (float)theTuning.GetFloat("BleedLifeTime"); ParticleActor* pa = new ParticleActor(); bleed_particles.push_back(std::pair<ParticleActor*, float>(pa, bleed_time)); theWorld.Add(pa); pa->SetParticleLifetime(bleed_time); pa->SetPosition(Position); pa->SetMaxParticles(100); pa->SetColor(Color(0.74f, 0.0f, 0.0f, 0.9f)); pa->SetEndColor(Color(0.74f, 0.0f, 0.0f, 0.0f)); pa->SetSize(Vector2(.1, .1)); pa->SetSpread(angle); pa->SetParticlesPerSecond(3000); pa->ChangeColorTo(Color(0.74f, 0.0f, 0.0f, 0.0f), bleed_time); }